Overwrite

Complete Overwrite of the Folder with the free shard. ServUO 57.3 has been added.
This commit is contained in:
Unstable Kitsune
2023-11-28 23:20:26 -05:00
parent 3cd54811de
commit b918192e4e
11608 changed files with 2644205 additions and 47 deletions

View File

@@ -0,0 +1,121 @@
using System;
namespace Server.Mobiles
{
public class ArcherAI : BaseAI
{
public ArcherAI(BaseCreature m)
: base(m)
{ }
public override bool DoActionWander()
{
m_Mobile.DebugSay("I have no combatant");
if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
{
m_Mobile.DebugSay("I have detected {0} and I will attack", m_Mobile.FocusMob.Name);
m_Mobile.Combatant = m_Mobile.FocusMob;
Action = ActionType.Combat;
}
else
{
return base.DoActionWander();
}
return true;
}
public override bool DoActionCombat()
{
var c = m_Mobile.Combatant;
if (c == null || c.Deleted || !c.Alive || (c is Mobile && ((Mobile)c).IsDeadBondedPet))
{
m_Mobile.DebugSay("My combatant is deleted");
Action = ActionType.Guard;
return true;
}
if (Core.TickCount - m_Mobile.LastMoveTime > 1000)
{
if (WalkMobileRange(c, 1, true, m_Mobile.RangeFight, m_Mobile.Weapon.MaxRange))
{
if (!DirectionLocked)
m_Mobile.Direction = m_Mobile.GetDirectionTo(c.Location);
}
else if (c != null)
{
m_Mobile.DebugSay("I am still not in range of {0}", c.Name);
if ((int)m_Mobile.GetDistanceToSqrt(c) > m_Mobile.RangePerception + 1)
{
m_Mobile.DebugSay("I have lost {0}", c.Name);
Action = ActionType.Guard;
return true;
}
}
}
if (!m_Mobile.Controlled && !m_Mobile.Summoned && m_Mobile.CanFlee)
{
if (m_Mobile.Hits < m_Mobile.HitsMax * 20 / 100)
{
// We are low on health, should we flee?
if (Utility.Random(100) <= Math.Max(10, 10 + c.Hits - m_Mobile.Hits))
{
m_Mobile.DebugSay("I am going to flee from {0}", c.Name);
Action = ActionType.Flee;
}
}
}
return true;
}
public override bool DoActionGuard()
{
if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
{
m_Mobile.DebugSay("I have detected {0}, attacking", m_Mobile.FocusMob.Name);
m_Mobile.Combatant = m_Mobile.FocusMob;
Action = ActionType.Combat;
}
else
{
base.DoActionGuard();
}
return true;
}
public override bool DoActionFlee()
{
var c = m_Mobile.Combatant as Mobile;
if ( m_Mobile.Hits > (m_Mobile.HitsMax / 2))
{
// If I have a target, go back and fight them
if (c != null && m_Mobile.GetDistanceToSqrt(c) <= m_Mobile.RangePerception * 2)
{
m_Mobile.DebugSay("I am stronger now, reengaging {0}", c.Name);
Action = ActionType.Combat;
}
else
{
m_Mobile.DebugSay("I am stronger now, my guard is up");
Action = ActionType.Guard;
}
}
else
{
base.DoActionFlee();
}
return true;
}
}
}